Merge pull request #3338 from ReinUsesLisp/no-fastmath
gl_shader_cache: Disable fastmath on Nvidia
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				| @ -260,6 +260,10 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp | |||||||
|                   "#extension GL_NV_shader_thread_group : require\n" |                   "#extension GL_NV_shader_thread_group : require\n" | ||||||
|                   "#extension GL_NV_shader_thread_shuffle : require\n"; |                   "#extension GL_NV_shader_thread_shuffle : require\n"; | ||||||
|     } |     } | ||||||
|  |     // This pragma stops Nvidia's driver from over optimizing math (probably using fp16 operations)
 | ||||||
|  |     // on places where we don't want to.
 | ||||||
|  |     // Thanks to Ryujinx for finding this workaround.
 | ||||||
|  |     source += "#pragma optionNV(fastmath off)\n"; | ||||||
| 
 | 
 | ||||||
|     if (shader_type == ShaderType::Geometry) { |     if (shader_type == ShaderType::Geometry) { | ||||||
|         const auto [glsl_topology, max_vertices] = GetPrimitiveDescription(variant.primitive_mode); |         const auto [glsl_topology, max_vertices] = GetPrimitiveDescription(variant.primitive_mode); | ||||||
|  | |||||||
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